Underwater

As soon as you leave the Sith Base, you are apprehended by the Selkath authorities. What for, you ask? Well this ruckus (and carnage) you've caused at the Sith Base is quite illegal and you're going to be held for it. You're eventually introduced to your Arbiter (he'll be to you what you were to Sunry earlier). Answer his questions as honestly as you want, or straight-out lie; simple facts when the trial gets underway will set you free my dear man.

Get the trial underway immediately. Your Arbiter will basically blow the case for you, but you shouldn't interrupt him until he tells the court you are insane. When he does, cut in and make sure the court knows that you have the Sith Datapad you stole from the base. This Sith Datapad will single-handedly set you free from the Selkath courts by proving to them that the Sith are training young Selkath in the ways of the Dark Jedi so that future generations of Selkath can rule Manaan while secretly being of the Sith Order. This information will set you free - that's why it was so vital to go that deep into the Sith Base!

Side Quest:The Youth of Manaan

Remember how we met up with the young Selkath back in the Sith Base and how you turned them back and told them to head back to Ahto City? Well there's someone named Shaelas in the Cantina here in Ahto City who will be happy to hear this news.

Talk to him in the Cantina and, if you haven't yet talked to him up to this point, he'll tell you that he's curious what happened with the young Selkath that are basically missing in Ahto City. He'll offer up a credit reward for you. It really doesn't matter if you've talked to him yet or not, though - if you've followed my walkthrough, you already have the information he needs. Tell him that not only did you find the young Selkath and turn them away from the Sith, but you found his young child and turned her away from the Dark Jedi path as well. He'll thank you and give you 500 Credits. You can actually refuse the credits, and you'll get Light Side points if you want. In addition, you'll get 600 experience points! Easy!

From here, head back to the Republic Embassy. Find Roland Wann (in the same place he was before, behind that little computer terminal in the first room of the Republic Embassy). Tell him that you found the droid parts in the Sith Base he wanted, and hand them over. You've lived up to your side of the deal, now it's time for him to live up to his. The story goes like this - basically, the Republic has broken the treaty with the Selkath and the Sith and has gone underwater in Manaan. It's harvesting its own Kolto supply to stay ahead of the Sith, since it's such a valuable commodity. Additionally, it's taking mercenaries left and right to protect the Republic people down below from dangerous Manaan creatures, but most have died. Keep that particular part in mind for the final side quest of the planet (in a little while). And with that, Roland gives you a passcard that will allow you access, via the Republic Embassy, to the underwater areas below, where your Star Map might be found!

The room that leads to the submarine is located deep in the Republic Embassy. The door before the submarine will say "Restricted Access" which isn't true anymore, since Roland Wann gave you a passcard. Enter into this room and jump in the Republic submersible. This submersible will take you deep underwater to an underwater Republic station.

Once down here, you can find a footlocker in the back end of the submarine hangar which holds 2 Repair Kits. Another footlocker near the front-end of the hangar will reveal 3 Antidote Kits. Go forward through the door now, and through another door, where you'll run into a Twi'lek. This Twi'lek seems to be one of the mercenaries that the Republic hired to help down here with the Kolto production. He's gone completely mad because he's been attacked by Selkath and Droids... something isn't right down there! Talk to him, calm him down - hell, even offer to bring him back up to the surface. Nothing will work. But when the conversation is over, you can certainly go back up to the surface yourself and take care of the final side quest on this planet...

Side Quest:Mercenary Deaths

Head back up to the surface and work your way to the Ahto City Cantina vicinity. Once in the Cantina, you'll find a man named Niko Bwaas. Actually, he's not a man - he's a Selkath. A Selkath of some importance, a lower ranking politician.

Talk to him and he'll ask you about why the Republic is hiring mercenaries. Accept his offer, then talk to him again and tell him about what you've found. He immediately tells you that he can tell the Selkath authorities about this and get the Republic kicked clean off of Manaan, but he won't. He sides with the Republic and was simply curious about everything that was going on. In fact, he offers you guidance on how to be safe whilst under the water, and promises to not only keep this information to himself, but to try to further the Republic's cause. And with that, he gives you 500 Credits. You'll get 500 experience points for your troubles as well. Good times. Good times all around.

Head back to the submarine at the Republic Embassy and work your way back to where the Twi'lek was. You, of course, only need to do that if you previously left to do the above side quest. If not, you're already there.

In that room with the Twi'lek mercenary, you'll find two footlockers. Search them both to find 50 Credits, 2 Sonic Grenades, and 3 Antidote Kits. Go through the door into the tunnel the Twi'lek recently told you not to go into. Make sure to search the corpses to find goods. Then go forward and through the next door, into another corridor. Go straight back in this corridor to a computer console. Next to the console is a footlocker, which, when opened, will reveal 2 Computer Spikes . You can fool around with that computer console as well if you'd like... otherwise, ignore the door to your right (it's a dud). Go back to the beginning of this corridor and through that door, into the next corridor.

Once in this corridor you'll be met with some simple droids to kill. Kill them all, then run down the corridor and swing left at the end of it. There's a pressurized door locked from the other side there, and a dud-door on the left. But there's a footlocker here with a Plasma Grenade in it. Then, go back to where we fought the droids at the beginning of the corridor, and go right through the door there. Here you'll meet "insane" Selkaths. Easy to defeat, no worries. Search their bodies and move into the room they were guarding. You'll find a broken droid you can fix and use for yourself if you want. Next to him is a footlocker with 3 Parts in it. The door to your left is a dud, so the only other option is so go up and through the door there.

Once through the door, more Assault Droids will be there to greet you. Kill the easy foes and search the footlocker at the left side of the room for a Frag Grenade,Concussion Grenade, and Poison Grenade. Then, go through the next door to an empty room. Here, you can go up or left. Go left and fight off the Selkaths within this room. Around the bend in this room, you'll find a footlocker, in which is the all-vital Sonic Emitter, as well as a Medpac and the Scientist's Notes . Then, go back into the previous room, and north through the door there. Then, go north through this small, empty room into the next room above.

Here you'll fight a heavily armed Sentry Droid. Take out his shield and go in for the kill. Then search the footlocker in that room for 2 Frag Grenades and a Sonic Grenade before going left into the next room. In this room you'll find a series of lockers you can pick and get goods out of. Additionally there's a locker with someone stuck inside of it. He'll talk to you frantically but good luck trying to get him out! Work your way into the next room and take out the Selkaths.

To the left of the door you came into this room via, there's a mine on the ground. Disable it and then search the footlocker near the top of this room to find another Sonic Emitter, a Medpac and another Scientist's Memo . Then work your way into the next room. Here, you can go forward through a door or left into a corridor full of patrol droids. The very end of that corridor leads back to the original corridor, so you'll have some idea of where you are. Swing left into this corridor and swing away at the droids to kill them all. Off of this corridor are several rooms, some of which with goods, others of which have pressurized doors that'll lead you into the oceans of Manaan. Go into the oceans, now, and lets find that Star Map!

The movement underwater is extremely, extremely slow moving. One thing you need to keep in mind is that, if you followed my walkthrough, you'll have two Sonic Emitters to use. You know where you go on the active menu to use enhancements and activate shields? Well that's where you'll go to use Sonic Emitters as well - I'll let you know when to use them.

Go forward from the leftmost airlock, and when you can go right or left, go left. Going right leads to a dead end. You'll see another man in the same yellow underwater suit that you're wearing. He frantically tells you of his plan to escape these waters and the crazed Selkath "mutants" (as he calls them) back in the underwater base. Simply tell him you'll follow him, and then do just that - follow him. When you follow him, he'll tell you to keep moving and then a shark will kill him!

You'll need to move leftward now. There are sharks everywhere. The only way you can hurt them is to activate the Sonic Emitter when they go at you. This high-pitched sound somehow kills the Sharks. As you sloowwwwwly move leftward, you'll eventually see a well-lit door leading back into the underwater base. Go on in.

Once inside you'll be faced with four Selkaths to fight on your own. Kill them all and search their bodies. Additionally you'll find 2 Antidote Kits in a footlocker in the corner of the room, vital to heal yourself of the poison the Selkaths can put upon you. Go forward through the door now, where you'll find a purple force field blocking your way through one of the corridors. Behind it are the two scientists who constructed this force field to protect themselves. Talk to them and persuade them to lower the force field, and then get into a deep discussion with them about what's going on and what you can do. It'd be repetitive for me to repeat all of the talk you'd have with the two scientists, but they do leave you with two choices in which to stop the madness underwater here.

Before going back out of the hatch behind where the scientists are located, go back to the little room before where the force field was. If you're facing the scientists, the door you came into this area via will be to your left. Behind you and to your right are two more doors we need to explore. Go to the small, vacant room to your right, where you'll find two footlockers. In them you will find 2 CryoBan Grenades and 2 Medpacs. Then, go back to the other door leading north. In here, you will do battle with nutty Selkaths. When they are slain, inspect their bodies for any goods they might have on them. In the footlocker in that room, you'll find2 Antidote Kits. There are two vertical lockers in here as well, holding a Hyper-Adrenal Strength and 2 Average Plasma Mines . Now, go back to the room with the scientists.

In the room beyond the scientists, you'll find the door leading back out to the water. Before going out there, get the Advanced Medpac and Repair Kit out of the footlocker there. Then, go back into the water. Walk rightward, killing sharks as you go. You'll eventually come to the Kolto Control Panel. Be nice to the planet and access fuel tank pressure control. It'll get you Light Side points, but feeding poison into the ocean will get you Dark Side points and kicked off of Manaan. You'll want to access the planet again, just in case. For the sake of this walkthrough, access the fuel tank pressure control.

This is what you'll want to do...

Fill injector pod.

Transfer from injector to container.

Fill injector pod.

Transfer from injector to container.

Dump container pod.

Transfer from injector to container.

Fill injector pod.

Transfer from injector to container.

When you do this, in this order, and you do it properly, you'll explode the kolto machine, putting the beast that was going insane to rest.

From there, go rightward and further down the path we're on. At the end of the path, you'll find the Star Map. That was simple... or maybe not that simple, but whatever. You need to turn back now, and find your way back to the submarine that'll bring you back up to the Republic Embassy.

It's not that simple, however! En route you'll run into Darth Bandon and two Jedi Knights. Kill the easily destroyed Jedi Knights first, then take out Darth Bandon himself, who is surprisingly weak, even with that double-bladed lightsaber of his. When he's dead, make sure to search his body for a considerable amount of Credits, and his robes as well. Then, go back up to the Republic Embassy via your submersible. Talk to Roland Wann, who is waiting for you there. Tell him what happened below, and he'll thank you, give you experience and Credits and bid you adieu.

When you leave the Republic Embassy, you'll be picked up by the Selkaths yet again and brought to court for the "destruction" you caused down below. Worry not my friend - tell them the truth and you'll be quickly released, with their thanks. And with that, we're free to leave Manaan - you've done everything you needed to here!